using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(fileName = "RoomNodeType_", menuName = "游戏SO文件/地牢/房间节点类型")]
public class RoomNodeTypeSO : ScriptableObject
{
    public string roomNodeTypeName;

    #region Header

    [Header("仅标记应在编辑器中可见的 RoomNodeTypes")]

    #endregion Header

    public bool displayInNodeGraphEditor = true;

    #region Header

    [Header("一种类型应该是走廊")]

    #endregion Header

    public bool isCorridor;

    #region Header

    [Header("一种类型应该是 CorridorNS ")]

    #endregion Header

    public bool isCorridorNS;

    #region Header

    [Header("一种类型应该是 CorridorEw")]

    #endregion Header

    public bool isCorridorEW;

    #region Header

    [Header("一种类型应该是入口")]

    #endregion Header

    public bool isEntrance;

    #region Header

    [Header("一种类型应该是Boss房")]

    #endregion Header

    public bool isBossRoom;

    #region Header

    [Header("一种类型应为“无（未分配）”")]

    #endregion Header

    public bool isNone;

    #region Validation //验证
#if UNITY_EDITOR //该便签之间的内筒将只会在unity编辑器中执行
    private void OnValidate()//调用编辑器总的方法，该方法会在脚本对象中的值发生变化时调用
    {
        HelperUtilities.ValidateCheckEmptyString(this, nameof(roomNodeTypeName), roomNodeTypeName);
    }
#endif
    #endregion
}